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Starfeld Z-15 Hunter Starbomber
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CRMcNeill
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Joined: 05 Apr 2010
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Location: Redding System, California Sector, on the I-5 Hyperspace Route.

PostPosted: Tue Feb 03, 2015 12:35 am    Post subject: Starfeld Z-15 Hunter Starbomber Reply with quote



Z-15 Hunter Starbomber

Starfeld Industries' initial success with the Z-10 Seeker led them to push into the light freighter market with the ZH-25 Questor, and they met with modest success. However, that was not their only venture. They also began research and development into possible military applications. With the Z-10's speed and cargo capacity, the R&D put much thought into what else might be fitted inside of, or in place of, the cargo pods. The result was the Z-15 Hunter Starbomber.

The Z-15 is essentially an upgraded version of the Z-10, utilizing most of the same basic systems. The Z-15, however, has a reinforced frame and hull, along with a shield generator. The poorly thought-out auto-blaster has been replaced with a dual laser cannon, complete with its own fire control, independent of the ship's sensor array. In addition, the Z-15 also features a multi-mode wiring and mounting system that allows it to accept and control a much wider variety of pod types than simple cargo pods.

When designing the pods, Starfeld cast as wide a net as possible in an attempt to anticipate the potential market for these ships. Example pod types include anti-ship torpedo launchers, anti-starfighter missile clusters, bomb dispensers, heavy turbolasers or ion cannon, jamming pods, comm/scan reconnaissance pods, in-flight refueling, minesweeping, ferry tanks and even passenger pods have all joined the basic cargo pod. In addition, Starfeld's design teams are constantly on the lookout for new pod types, and will custom design pods to match a customer's request. It's Starfeld's policy to consider such custom work as field testing, and if a customer's design proves successful, it is added to Starfeld's product line.

Starfeld did attempt to market their new design to the Empire, who rejected it practically out of hand. Undiscouraged, Starfeld marketed the ship as a low-cost alternative to system defense fleets. The versatility of the modular pod system was a big hit, as a small number of Z-15s could perform a wide variety of different missions simply by swapping out one weapons pod for another. A ship rigged for reconnaissance could return to base, swap out pods, and in a matter of hours be back in space on a torpedo bombing mission against pirate ships.

In addition, several planetary systems that are sympathetic to the Alliance have manged to "misplace" small numbers of Z-15s, and Z-15s now have a small but growing presence in the Alliance Fleet. Alliance doctrine is much more open to the use of small craft for operations independent of capital ships, and adding a few Z-15s to an attacking starfighter squadron can greatly increase its effectiveness.

Craft: Starfield Industries' Z-15 Hunter
Type: Multi-Role Fast Attack Craft
Scale: Starship (+6D)
Length: 20.3 Meters
Skill: Starship Piloting: Z-15 Hunter
Crew: 2 (1 @ +10) & 2 Gunners
Crew Skill:
Astrogation 4D
Gunnery 4D+2
Sensors 4D+1
Piloting 4D
Shields 4D+1
Cargo Capacity: 1 metric ton
Consumables: 2 Months
Cost: 98000 Credits (New), 45000 Credits (Used)
Hyperdrive Multiplier: X1
Hyperdrive Backup: X12
Nav Computer: Yes
Maneuverability: 3D/1D*
Space: 8/6* (4D/3D)
Atmosphere: 365; 1,050kph / 330; 950kph*
*Performance values with pods.
Hull: 4D
Shields: 1D
Sensors:
Passive 20/1D
Scan 40/1D+2
Search 65/2D
Focus 3/3D
Weapons:
1 Dual Laser Cannon
Fire Arc: Turret
Crew: 1
Skill: Starship Gunnery
Fire Control: 2D
Range:
--Space: 1-3/12/25
--Orbital: 2km-6km/24km/50km
--Atmosphere: 100m-300m/1.2km/2.5km
Damage: 5D
2 Modular Mission Pods
Crew: 1 (operates both pods)
All Other Stats vary depending on pod type.
Pod Types & Stats
    Note: This is a sample listing of pod types, not a comprehensive one. The pods are specifically designed to interface with the computer system of a Z-15, and can not be used even by other Starfeld vessels (although it is rumored that the pods will be cross-compatible with a proposed bomber variant of the ZH-25). All pods can be ejected, but due to their value, this is usually only done in case of emergency.

    Attack
    Fire Arc: Front (Rear for Space Mines)
    Crew: 1
    Skill: Starship Gunnery
    All Other Stats vary by Warhead Type
    Capacity: 4 per pod. May select any Weapon from this list, depending on Availability.

    Assault
    Scale: Frigate (+10D)
    Fire Arc: Front
    Crew: 1
    Skill: Starship Gunnery
    Fire Control: 2D
    Weapons:
      Turbolaser
      Range:
      --Space: 2-10/25/50
      --Orbital: 4km-20km/50km/100km
      --Atmosphere: 200km-1km/2.5km/5km
      Rate of Fire: 1/2
      Damage: 4D
      Ion Cannon
      Range:
      --Space: 1-7/17/35
      --Orbital: 2km/14km/34km/70km
      --Atmosphere: 100m-700m/1.7km/3.5km
      Rate of Fire: 1/2
      Damage: 4D (ionization)

    Strike
    Fire Arc: Front
    Crew: 1
    Skill: Starship Gunnery
    Rate of Fire: 2 (can be fire-linked)
    All Other Stats vary by Weapon Type
    Capacity: 12. Can select any weapon from this list, subject to Availability.
House Rule Notes:
    COMMAND DIFFICULTY MODIFIER: +1
    SHIELD & SHIELD CONTROL: 1D @ 1D
    VELOCITY MODIFIER: 2D Flight (w/ Pods: 1D+2)


Stat Note: The original stat for the Z-10 Seeker (found in SWAJ #5) gave it a Space of 7 with 3D Maneuverability. In Stock Ships, an additional rule was added that boosted the Speed to 9 and the Maneuverability to 4D+1 if the ship was operating without pods. While I like the idea of the pods affecting performance, the "empty" performance of this ship seemed a bit much (faster and more maneuverable than an X-Wing). As such, I compromised and reduced the loaded speed to 6 (8 without the pods), and applied the base Maneuverability of 3D for unloaded performance.
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Last edited by CRMcNeill on Thu Jan 20, 2022 10:54 pm; edited 8 times in total
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garhkal
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PostPosted: Tue Feb 03, 2015 3:53 am    Post subject: Reply with quote

If some of those pods are ejected, can they operate on their own? If so, you might want to include say droid gunner.
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CRMcNeill
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PostPosted: Tue Feb 03, 2015 11:45 am    Post subject: Reply with quote

That's the beauty of the design; you can make pods that do whatever you want. As I said in the capsule, Starfeld views customer requests for unique pods as a research & development opportunity to expand their existing pod base. I had planned to write up stats for several more kinds of pods before I decided to just post what I had last night. If you want a pod that is a droid starfighter, write up the stats for it and say Starfeld built it for you.
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"No set of rules can cover every situation. It's expected that you will make up new rules to suit the needs of your game." - The Star Wars Roleplaying Game, 2R&E, pg. 69, WEG, 1996.

The CRMcNeill Stat/Rule Index
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garhkal
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PostPosted: Tue Feb 03, 2015 5:28 pm    Post subject: Reply with quote

Sweet.
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CRMcNeill
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PostPosted: Tue Feb 03, 2015 7:28 pm    Post subject: Reply with quote

I've always thought starbombers would be a great addition to the SWU, especially the Alliance, since a multi-role bomber is perfect for their space denial strategy. A starbomber is far cheaper than a capital ship, but a small number of them can have an effect far outside of their ability.

I see pairing starbombers up with YT-1300 Fleet Support Freighters and Nu/e AWAC Shuttles, along with a Gallofree or two to haul spare ordnance and pods. You'd have a powerful mobile strike force with extended range and versatility, at a fraction the cost of a fleet of capital ships.

EDIT: And maybe a VCX-820 or two to provide anti-starfighter escort while the starbombers go after the big ships.
_________________
"No set of rules can cover every situation. It's expected that you will make up new rules to suit the needs of your game." - The Star Wars Roleplaying Game, 2R&E, pg. 69, WEG, 1996.

The CRMcNeill Stat/Rule Index
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garhkal
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PostPosted: Wed Feb 04, 2015 3:05 am    Post subject: Reply with quote

Would make for a great pirate fleet!
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CRMcNeill
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PostPosted: Wed Feb 04, 2015 3:22 am    Post subject: Reply with quote

For that, it would probably need some assault shuttles in the mix, too. But you're right.
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"No set of rules can cover every situation. It's expected that you will make up new rules to suit the needs of your game." - The Star Wars Roleplaying Game, 2R&E, pg. 69, WEG, 1996.

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garhkal
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PostPosted: Wed Feb 04, 2015 6:55 pm    Post subject: Reply with quote

True. For a true pirate fleet, it would need
1-2 cap ships
4-8 of these
4-8 other fighters
2-4 freighters
2-4 assault shuttles..
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CRMcNeill
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PostPosted: Wed Feb 04, 2015 7:33 pm    Post subject: Reply with quote

Pick the right pods for the Z-15 and you wouldn't even need capital ships.
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"No set of rules can cover every situation. It's expected that you will make up new rules to suit the needs of your game." - The Star Wars Roleplaying Game, 2R&E, pg. 69, WEG, 1996.

The CRMcNeill Stat/Rule Index
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cynanbloodbane
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PostPosted: Thu Feb 05, 2015 2:19 am    Post subject: Reply with quote

Any reason they wouldn't make a heavy bomber version based on the ZH-25, retro-designed to accept the same pods, and a mess of anti-fighter turrets.
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CRMcNeill
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PostPosted: Thu Feb 05, 2015 2:22 am    Post subject: Reply with quote

I don't know if I'd use it in my universe, but if you want to write it up, feel free.
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"No set of rules can cover every situation. It's expected that you will make up new rules to suit the needs of your game." - The Star Wars Roleplaying Game, 2R&E, pg. 69, WEG, 1996.

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